darkciv

i hate to nag even more, but i tried loading the mod and there were no differences to the game at all, but there was still the 'unload mod' option. What happened?

well try playng the game or looking in the civilopedia then, you won't see much changes in the main menu... :)

Looks interesting I might give it a shot.

BTW I'm suprised you didn't include Revolution DCM in your mod.

thanks!
i didn't include it because it's not that easy to merge something big like that into an already modified .dll file. perhaps in a future version...

:goodjob: Just uploaded: darkciv Huge Earth 18 civs

full info on the DL page here: http://forums.civfanatics.com/downloads.php?do=file&id=12480

hey, that's great... :D
btw, you are right i never was in a desert. :) i will think of removing the promotion from tanks, but modern tanks should definitely keep it.

i added a link to the 7zip page in the original post and posted the info in the release thread. thanks for giving me the hint that something like that exists... ;)
 
thanks for your feedback.

in the original game, when considering if to capitulate, ai civs (among other things) calculate their own power + their vassals power and compare it to just your power. if your power*2 was larger than (their power + their vassals power)*3, then they would consider capitulation. otherwise you would get the message "we are doing fine on our own".
i changed it so that in this calculation, if you already have vassals, the power of your vassals/2 is added to your power value. so if you already have many powerful vassals, other ais are more likely to capitulate. :)
the vassal power modifiers are a leader-specific number that gets added to their power in this calculation. so a leader with a high vassal power modifier will not accept capitulation, even if you are already much more powerful than him.
except for hitler, every leader will sooner or later capitulate. some leaders even have a negative vassal power modifier (for example gandhi) and will capitulate or vassal to you earlier. ;)



well you need satellites for them now, so they come 1 tech later.
icbms always destroy around 30%-40% of the population + 5 raw pop points. the city is only destroyed if this takes the city under size 1. so cities of size 8 or 9 or larger are never destroyed.
in the original game, icbms randomly destroyed between 30% and 70% of the population.
i guess could push icbms back as far as fusion (h-bombs) if thats really too powerful... what do you think? the problem is, later in the future era the combination of a bomb shelter and a deflector shield makes cities completely invulnerable to nukes. (except for fallout) and sdi shoots down half of the missiles anyway...

Fair enough about the vassals. :)

The Bomb, though, well, that's fine. Except for one little thing. I always beat the ai to SDI and the future era techs. :)
So, there's no reason to think that the AI is going to have those uber abilities soon.

Other than that, I can't complain. I'll go install this mod and play with it for awhile.
 
I really like the idea of this mod, however when I tried loading it, I got a load error. I haven't been able to play it yet, but I am very interested in doing so. I like the idea of nukes being city killers and I also like the idea of the free/oppressive flavors (personally my favorite civic array is: Police State/Nationhood/Caste System/Free Market and Theocracy). IIRC the load error involves a .FPK file.
 
Anyone got this error?
I can't open the pedia too.
I hope someone can help me
I took me 2 and a half hour to download this:(
 

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hey, that's great... :D
btw, you are right i never was in a desert. :) i will think of removing the promotion from tanks, but modern tanks should definitely keep it.

i added a link to the 7zip page in the original post and posted the info in the release thread. thanks for giving me the hint that something like that exists... ;)

You're welcome. If you like you can include the file in the next update. (And I agree about modern tanks.);)
 
Anyone got this error?
I can't open the pedia too.
I hope someone can help me
I took me 2 and a half hour to download this:(

that's most definitely a python error, propably the CvMainInterface.py file or a file that is imported by it. do you have some modified .py files in your customassets folder, or modified any of the main game?

I really like the idea of this mod, however when I tried loading it, I got a load error. I haven't been able to play it yet, but I am very interested in doing so. I like the idea of nukes being city killers and I also like the idea of the free/oppressive flavors (personally my favorite civic array is: Police State/Nationhood/Caste System/Free Market and Theocracy). IIRC the load error involves a .FPK file.

can you give me the exact error message? the .fpk files are the pakage files from varietas delectat. are all three correctly unpacked in the darkciv/assets/ folder? the three files should be CD_v1.1.FPK (13,6 mb), EthnicCitystyles_v1.04.FPK (39,5 mb) and VarietasDelectat_v5.1.FPK (364 mb).
 
I don't game on this computer, I'll try to find out the exact error code in a little and post it if not tonight tomorrow morning.
 
Alright, so when I start BTS, everything is fine, it loads the Blue Marble start screen, I click on advanced, I click on load mod, I click on darkciv, I click on go, everything drops back out to the desktop and it starts reloading the game with [darkciv] in front of everything it is doing, it makes it all the way to "[darkciv] Init Engine" and then bing a Load Error window pops up and it says therein "GFC Error: Failed to initialize the primary control theme" and if I click on the "OK" button in the window then my computer goes totally non-responsive until I Ctrl+Alt+Del for Task Manager, which says that everything is running.

What did I do wrong and how can I fix this?
 
Alright, so when I start BTS, everything is fine, it loads the Blue Marble start screen, I click on advanced, I click on load mod, I click on darkciv, I click on go, everything drops back out to the desktop and it starts reloading the game with [darkciv] in front of everything it is doing, it makes it all the way to "[darkciv] Init Engine" and then bing a Load Error window pops up and it says therein "GFC Error: Failed to initialize the primary control theme" and if I click on the "OK" button in the window then my computer goes totally non-responsive until I Ctrl+Alt+Del for Task Manager, which says that everything is running.

What did I do wrong and how can I fix this?

that's a problem with the graphics theme. have you renamed the darkciv folder or copied it in any other folder than [...]\Civilization 4\Beyond the Sword\Mods\ or have you perhaps changed the \darkciv\Resource\Civ4.thm file in any way? the problem is that this file needs an absolute path (well relative to the civ 4 folder)...
 
that's most definitely a python error, propably the CvMainInterface.py file or a file that is imported by it. do you have some modified .py files in your customassets folder, or modified any of the main game?

No i'm not a modder, so i never changed any file.Wait a minute.I also got this error with History in the making mod.The exactly same problem, as i can't open the pedia too in Hitm.Any clues??
 
nope, I haven't renamed it or put it in any other folder, does it need to be in documents/my games/Civ 4/BTS/Mods or program files/firaxis games/civ4/bts/mods?
 
No i'm not a modder, so i never changed any file.Wait a minute.I also got this error with History in the making mod.The exactly same problem, as i can't open the pedia too in Hitm.Any clues??

that's very strange. have you installed any other mods that could have changed something in the main game?
only thing i could think of now is activiating python debugging and seeing what it say. to do this, you have to modify your CivilizationIV.ini (there should be a shortcut to the file called "_Civ4Config" in the main bts folder) and there search for the line "HidePythonExceptions = 1" and then setting this to 0. you should then get a python error message when you encounter the error and you could post that here.

nope, I haven't renamed it or put it in any other folder, does it need to be in documents/my games/Civ 4/BTS/Mods or program files/firaxis games/civ4/bts/mods?

i never tried putting it into the documents folder, so i guess you should try moving it to the main folder, if thats possible...
 
that's very strange. have you installed any other mods that could have changed something in the main game?
only thing i could think of now is activiating python debugging and seeing what it say. to do this, you have to modify your CivilizationIV.ini (there should be a shortcut to the file called "_Civ4Config" in the main bts folder) and there search for the line "HidePythonExceptions = 1" and then setting this to 0. you should then get a python error message when you encounter the error and you could post that here.
I downloaded and played many mods, and i just recognize if i have the same problem when loading history in the making.:p
 
i mean no changes like i can't pick the new leaders or pick the new speed
 
I could see a modified and more aggressive version of RevolutionDCM being really in-tune with the theme of this mod.
 
I downloaded and played many mods, and i just recognize if i have the same problem when loading history in the making.:p
What game version do you have (i.e. fully patched up to 3.17?) and in what folder have you installed the mods (full path)?

Cheers, LT.
 
Well, I copied the darkciv folder over to the program files/firaxis games etc mods folder and it worked beautifully, I guess I had just extracted it incorrectly. Anyway, I agree with dementual, I like this and I think that RevDCM or LoR would really compliment the flavor and style of darkciv, my sincerest compliments to the chef
 
i made a small patch, which i will attach to this post. just some small changes, but wanted to get it out now, because i am moving next week and i will have no internet access for some time. i will however still work on the next version, it's going to take some time anyway. i already have some nice ideas and i will try to merge the revolutions mod into darkciv. (i will propably have to modify some parts of it to better fit in)
you are still welcome to post ideas or criticism and so on here, i will read everything eventually. :)

here are the changes in the small patch (v1.01):
Spoiler :

- Charlemagne's Hated Civic is now Free Religion.
- Changed the PerfectWorld2darkciv Mapscript starting plot distribution, so that some civilizations are more likely to start on the coast.
- Tanks no longer start with the Desert Warfare Promotion.
- Turned down the volume of some religion sounds a bit.
- Added a list of each leader's hated civics and the diplomatic penalty for running them.
- Included a 18 civ Earth map by JEELEN.
- I included the new cursors from "Improved Graphics for Civ" that I had previously forgotten.
 

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I just downloaded this, it looks sweeet. A

I noticed that i'm credited in the credits, and that some units are in the art folder, but where did you use them? I don't see anything in the game.


Btw, check your inbox.
 
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